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Eve's is best. It is all consensual in the sense that you know that when you enter low sec or 0.0 you can be blown to bits at any moment, or at least you will learn this very fast. And while technically you can be blown up anywhere in the game, it is much less likey in high sec.

As far as faction based pvp. I do not mind it in the least as long as there is a way to switch factions. I don't beleive that just because you picked a faction years ago at the character creation screen, you should be stuck with it. I remember in early SWG that it was possible to be rebel, imperial, and neutral and switch between them (it may still be like that, I have no idea). I remember starting the game as a rebel, but later switched to the darkside. I enjoy that mechanic. Obviously there needs to be some kind of barrier to keep people switching extremely fast, or all the time, but it should be possible. You could switch factions in Eve with faction warfare, but it just required mission grinding or the like. Just like in real life, sometimes people defect, should be able to in pvp games.

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I think CCP pretty much nailed it in EVE, though I enjoyed DAOC's model when I was first starting out. (However I eventually moved over to the FFA PVP server which is an acquired taste.) I don't have a real aversion to FFA PVP as long as there are some safe areas and protection for new players like Mordred had, but I am not a fan of full loot, especially of equipped gear. I think Shadowbane had a good model, your equipped gear was safe but you dropped anything in your pack including your gold. Can't recall if they had encumbrance but that would make it perfect.

In my day MMORPG's were so hard we fought our way through dungeons in the snow, uphill both ways."I don't have one life, I have many lives" - GruntyStill currently "subscribed" to EVE, and only EVE!!!"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon

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It needs to be a mix, really. My personal concept is that the further out in the wilderness you kill people, the less of a "reputation hit" you take. If you have a low enough "rep" (or high enough infamy, I guess), then you are KoS to that faction. So, killing people miles from cities will usually not do much to your reputation (minor damage IF they report it) but murdering someone in a back alley with guards watching will.

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Originally posted by mrcalhou

I'd like to see something in-between: like a game with twitch combat mechanics (though better than what Darkfall and Xsyon offer), but a pvp system where players can play the game and not feel worried about getting ganked all the time, while there would also be content and resources unique to pvp areas to encourage players to go play in those areas.

What are your opinions?

people needs to get absolutely bored to rifts and wows first ,then couple years and we will see Role Playing Games coming back

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Originally posted by Otakun

It boils down to the point that FFA OWPvP fits a niche market or in a more common term it doesn't please casual gamers. People who like FFA OWPvP will still play a game without it as long as the PvP is good in general but casual gamers will not play a game with FFA OWPvP cause they will get frustrated and quit.

Personally my problem with FFA OWPvP is that people will generally kill you for no reason other then just to do it and possibly grief you and there is absolutely nothing you can do about it unless you happen to have friends online who care enough to help you. This basically says, "Well, you can play this game unless someone else wants to come around and ruin your day." cause other then sitting around and getting killed over and over your only option is to log off and that is a game that I wont pay for. I wouldn't mind a B2P MMO that has FFA OWPvP cause then I ain't losing money when not playing.

There may be nothing you can do about it at the time, but open PVP world also means reputation. You make a bad enough rep for yourself you're going have a hard time in a these games were community and player politics are king. Darkfall just recently on EU server a griefer clan just lost all their assets and were forced off their land and griefed back by the servers biggest alliance hammering them hard for days.

You can't beat community and player policing over dev trying to force to control players with too many mechanics put in place that ends getting in the way. I do think newbies in these worlds should be giving a break from being attackable until they learn the ropes though as it can makes all the difference getting into an established open world pvp MMO as this is where griefers affect the interest of the company behind the MMO they're trying to expand its playerbase since there are griefer communties out there whose aim is to make players quite and vets can't always be in newbie areas to deal with them.

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Does the people running eve still let new players get ganked in starter areas, couple of my friends said it does happen and that was one of the reasons they left.

Nope. In the starter systems, the systems you first spawn in, you have never been able to "gank" people. If someone is caught doing it, they will be dealth with swiftly. This includes "can baiting" noobs, also not allowed in starter areas.

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FFA PvP is best for me. But only in games where the discrepancy between players is not huge. its pointless in lvl based games where higher lvls can 1 shot you and you and your 20 friends can cant do anything *miss* *dodge* *parry* etc

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The game design should do everything possible to prevent bored people ganking newbies. At the same time the best stuff should be in full-on PvP areas to encourage people to go there.

I think CC is often overpowered. If you are clearly outgunned you should have some chance of actually getting away. I also think that we should have some ant-ganking tools available, like smoke bombs, or suicide attacks that do high damage to all people in a small radius.

I also think that in any game a group of low level players should be able to work together with a chance of beating the high level attackers.

Finally, although I like the idea of full loot I think that this should only be implemented in a game where the weight and size of items has an clear and significant effect on your movement and mobility. This would mostly limit you to taking a few items, and if you attacked someone lower level it really wouldn't be worth you while to loot anything.

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The game design should do everything possible to prevent bored people ganking newbies. At the same time the best stuff should be in full-on PvP areas to encourage people to go there.

I think CC is often overpowered. If you are clearly outgunned you should have some chance of actually getting away. I also think that we should have some ant-ganking tools available, like smoke bombs, or suicide attacks that do high damage to all people in a small radius.

I also think that in any game a group of low level players should be able to work together with a chance of beating the high level attackers.

Finally, although I like the idea of full loot I think that this should only be implemented in a game where the weight and size of items has an clear and significant effect on your movement and mobility. This would mostly limit you to taking a few items, and if you attacked someone lower level it really wouldn't be worth you while to loot anything.

Yeah this is pretty much how I feel. Personally I don't mind gank squads. I'd just like more options. If I get attacked by a gank squad I'd like to have some way of getting out of it--like how Eve has stealth. And I'd like for gankers to have some counter-measure against me doing that--but at a cost. Actually that's how I'd want anything in a sandbox/emergent gameplay MMO; at a cost such that players have to make a conscious decision with how they wish to do something. Where they have the pros and cons of a situation and choose the lesser of two evils.

An example of what I mean is: Lets say you are in a gank squad. You find your prey and go after him or her. They use an ability that blinds you and your team mates (This blind effect might last for a minute, but if you get attacked it'll go away after 3 seconds) and gets away. Next time, you and your gank squad find another gatherer. But this time, instead of charging ahead after the gatherer, you lay some traps around in the direction you expect them to flee. You charge. They blind you, run off, but get caught in one of your traps. The gatherer yells out in pain (represented by a color flash on your screen or something) and you charge in that direction.

--------"Chemistry: 'We do stuff in lab that would be a felony in your garage.'"

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I liked the way DAoC had their PvP. I also liked EQ on the RZ server, could PvP basically anywhere but there were limits on who could hit who.

FFA I like in theory, but in practice when you have a bunch of donkies camping people over and over and the like, that plain sucks. And save the wolves and sheep comments, been hearing that crap since UO. Camping zone lines or camping corpses, that doesn't make you an awesome PvPer, makes you a twatty chump.

That Guild Wars 2 login screen knocked up my wife. Must be the second coming!

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I'd like to see an open world game, factionless, with a consensual 'pvp flag' mechanic. In this world you would have NPC factions that you could choose to join, possibly linked to specific regions, so that if a player wanted to follow that factions storyline and be a part of their struggle and conflicts they could. It's time to do away with arbitrary factions once and for all. A player should join the Horde/Alliance/Order/Destruction/etc. because they have a vested interest in or fascination with said factions. Those people that don't want to pvp could happily go about their business anywhere without fear of reprisal from gankers. I like the concept of guilds/alliances being able to declare war upon other player created entities as well and would like to see more of this in future products.

This wouldn't have to be and 'epic' conflict to be enjoyable either. For example, in one zone in WoW there were 2 warring tribes of centaurs that you could do quests with. These 'factions' would be an excellent place for factions specific world pvp flags that would add spice for players in that one zone.

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Open World PvP is dependent upon many things, particularily the economy. "Consensual" PvP flags are only good if you DO NOT have a player controlled, i.e supply/demand system. No player should be able to activate their "PvP' flag and interact with the market especially if there is in game crafting and selling on an AH or market.

Starter zones where people get camped/ganked to me..has both good and bad effects. I got ganked outside of the starter Orc city in DF when I started. I learned a few things. I needed to adjust my gamma settings, because I couldn't see squat at night. I also learned that sound matters more at night. I also learned certain mounts could be seen better at night and made little noise, unlike this fat, stinky pig I had. Positively, I learned that I needed to move away from the starter city and start interacting/find a guild. I also learned that some newbs didn't understand that, so I tried to help them, which in turn, got more of us together to join the same guild.

Ganking does provide GOOD consequences sometimes..lest we forget. I agree that squashing greenhorns isn't particularly difficult and can in the long run hurt the game...but I don't think those people would have stayed on anyway. Most of the whining from those people, want a game that "permits" player interaction.

I chose to play MMO's that demands it. OP World PvP allows players to ENFORCE their rules, as a group. If you come into my system, my island, etc...you might get killed. It's as simple as that.

Edit:spelling

Playing: BF4/BF:Hardline, Subnautica 7 days to dieHiatus: EvEWaiting on: World of Darkness(sigh)Interested in: better games in general